130 lines
3.4 KiB
SourcePawn
130 lines
3.4 KiB
SourcePawn
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#include <sourcemod>
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#include <sdktools>
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enum Game { Game_TF, Game_SWARM }
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new Game:g_Game;
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public APLRes:AskPluginLoad2(Handle:myself, bool:late, String:error[], err_max)
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{
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decl String:gamedir[64];
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GetGameFolderName(gamedir, sizeof(gamedir));
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if (!strcmp(gamedir, "tf"))
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{
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g_Game = Game_TF;
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return APLRes_Success;
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}
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if (!strcmp(gamedir, "swarm"))
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{
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g_Game = Game_SWARM;
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return APLRes_Success;
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}
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strcopy(error, err_max, "These tests are only supported on TF2 and Alien Swarm");
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return APLRes_Failure;
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}
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public OnPluginStart()
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{
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if (g_Game == Game_TF)
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{
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RegConsoleCmd("gr_getstate", gr_getstate);
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RegConsoleCmd("gr_ttr", gr_ttr);
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RegConsoleCmd("gr_tbs", gr_tbs);
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RegConsoleCmd("gr_nextspawn", gr_nextspawn);
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RegConsoleCmd("gr_settime", gr_settime);
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RegConsoleCmd("gr_getgoal", gr_getgoal);
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RegConsoleCmd("gr_setgoal", gr_setgoal);
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}
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else if (g_Game == Game_SWARM)
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{
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HookEvent("entity_killed", entity_killed);
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RegConsoleCmd("gr_getstimmer", gr_getstimmer);
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}
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}
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public Action:gr_getstate(client, argc)
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{
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ReplyToCommand(client, "Round state is %d", GameRules_GetRoundState());
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return Plugin_Handled;
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}
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stock Float:GameRules_GetTimeUntilRndReset()
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{
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new Float:flRestartTime = GameRules_GetPropFloat("m_flRestartRoundTime");
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if (flRestartTime == -1.0)
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return flRestartTime;
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return flRestartTime - GetGameTime();
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}
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public Action:gr_ttr(client, argc)
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{
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ReplyToCommand(client, "Time til restart is %.2f", GameRules_GetTimeUntilRndReset());
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return Plugin_Handled;
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}
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public Action:gr_tbs(client, argc)
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{
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ReplyToCommand(client, "Time between spawns for team2 is %.2f", GameRules_GetPropFloat("m_TeamRespawnWaveTimes", 2));
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return Plugin_Handled;
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}
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public Action:gr_nextspawn(client, argc)
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{
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ReplyToCommand(client, "Next spawn for team2 is %.2f", GameRules_GetPropFloat("m_flNextRespawnWave", 2));
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return Plugin_Handled;
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}
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public Action:gr_settime(client, argc)
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{
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GameRules_SetPropFloat("m_TeamRespawnWaveTimes", 2.0, 2, true);
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return Plugin_Handled;
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}
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public Action:gr_getgoal(client, argc)
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{
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decl String:goal[64];
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GameRules_GetPropString("m_pszTeamGoalStringRed", goal, sizeof(goal));
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ReplyToCommand(client, "Red goal string is \"%s\"", goal);
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return Plugin_Handled;
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}
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public Action:gr_setgoal(client, argc)
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{
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GameRules_SetPropString("m_pszTeamGoalStringRed", "urururur", true);
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decl String:goal[64];
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GameRules_GetPropString("m_pszTeamGoalStringRed", goal, sizeof(goal));
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ReplyToCommand(client, "Red goal string is \"%s\"", goal);
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return Plugin_Handled;
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}
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//.. DIE
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public entity_killed(Handle:event, const String:name[], bool:dontBroadcast)
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{
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new ent = GetEventInt(event, "entindex_killed");
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if (!IsValidEdict(ent))
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return;
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decl String:classname[64];
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GetEdictClassname(ent, classname, sizeof(classname));
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if (!!strcmp(classname, "asw_marine"))
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return;
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decl Float:deathvec[3];
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GameRules_GetPropVector("m_vMarineDeathPos", deathvec);
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PrintToChatAll("Death vec is %.3f %.3f %.3f", deathvec[0], deathvec[1], deathvec[2]);
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}
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// you can manually induce this with asw_PermaStim (needs sv_cheats)
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public Action:gr_getstimmer(client, argc)
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{
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ReplyToCommand(client, "%N (%.2f/%.2f)",
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GameRules_GetPropEnt("m_hStartStimPlayer"),
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GameRules_GetPropFloat("m_flStimStartTime"),
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GameRules_GetPropFloat("m_flStimEndTime"));
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return Plugin_Handled;
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}
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